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		<id>http://exalted.xi.co.nz/w/index.php?title=Kurulham/FirstEditionHouseRules&amp;diff=94189</id>
		<title>Kurulham/FirstEditionHouseRules</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kurulham/FirstEditionHouseRules&amp;diff=94189"/>
				<updated>2015-10-30T16:37:04Z</updated>
		
		<summary type="html">&lt;p&gt;Kurulham: Note about the page's obsolescence, and a correction of Jenna Moran's name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like giving the developers the benefit of the doubt. They do get paid to write this stuff, after all, and they've probably spent a lot more time thinking about it than I have. Still, there are a few clarifications and changes to the rules which I use in my games.&lt;br /&gt;
&lt;br /&gt;
I take a page from Jenna Moran when I approach rules - ''rigorous interpretation''. I fully acknowledge that the rules are made to be broken; however, the breaking of rules should only be done if you know ''precisely'' what rule you're breaking in the first place. This leads me into d20-like verbal gymnastics occasionally, but I'm a linguist by profession, so I don't care. The list of Charms whose effects I have house-ruled is longer than my arm; most of these adjustments are very minor, just to make the wording unambiguous. Those changes are not posted here, both because I don't want to take the time to move them from the text file where they live and because of potential copyright issues.&lt;br /&gt;
&lt;br /&gt;
This page is suuuuuper obsolete. You can comment if you like; frankly I hardly remember what 1e was like, much less why I did things this way back then, so questions are likely to be met with a baffled stare.&lt;br /&gt;
&lt;br /&gt;
== Basic Ruleset ==&lt;br /&gt;
&lt;br /&gt;
Exalted Power Combat is used in my games, with one change. A character may act on her initiative, as normal, or she may &amp;lt;i&amp;gt;hold&amp;lt;/i&amp;gt; her action, suffering the normal dice penalty for acting after her initiative, or she may &amp;lt;i&amp;gt;delay&amp;lt;/i&amp;gt; her action, specifying the circumstances under which she will act and the actions she will take then, including splitting her dice pool, Charm use, etc. Her initiative count then effectively becomes &amp;quot;when this condition is fulfilled&amp;quot;. She may abort her action as normal. Once the condition is fulfilled, she may choose to act differently; however, she then suffers twice the normal penalty for holding her action.&lt;br /&gt;
&lt;br /&gt;
== Combos ==&lt;br /&gt;
&lt;br /&gt;
Unlike many people, I do ''not'' see the generally-accepted &amp;quot;simple, supplemental and extra action Charms in a Combo all have to be of the same Ability&amp;quot; as supported ''per se'' by the published ruleset; the interaction of supplemental and EA Charms gets a little wonky when you have EA Charms that can give actions from multiple Abilities. I'm thinking particularly of Tornado Offense Technique, as it is written. Therefore, I consider this a house rule, but I do in fact play with it: &lt;br /&gt;
&lt;br /&gt;
*''No Combo can include simple, supplemental or extra action Charms of different Abilities. Charms which specifically state they can be used in a Combo with Charms of other Abilities are exempt from this restriction, as are reflexive Charms.''&lt;br /&gt;
&lt;br /&gt;
== Dice Adder Limits ==&lt;br /&gt;
&lt;br /&gt;
It is not clearly stated in canon how Martial Arts Charms interact with Exalt-type dice adder limits, or how those limits interact with each other. Therefore, I use this rule.&lt;br /&gt;
&lt;br /&gt;
*Unless otherwise stated, no roll can have a number of dice added by any combination of effects that includes a Charm of a given type than the dice adder cap for that type. The dice adder cap always uses the Traits of the character making the roll. The dice adder caps are:&lt;br /&gt;
**For Solar Charms: Attribute + Ability.&lt;br /&gt;
**For Abyssal Charms: Attribute + Ability.&lt;br /&gt;
**For Lunar Charms: Attribute.&lt;br /&gt;
**For Alchemical Charms: Attribute.&lt;br /&gt;
**For Sidereal Charms: Essence.&lt;br /&gt;
**For Terrestrial Charms: Ability + Specialty.&lt;br /&gt;
**For spirit Charms: Virtue.&lt;br /&gt;
**For Martial Arts Charms: Attribute + Ability.&lt;br /&gt;
**For raksha Charms for shaping actions: Attributy + Ability.&lt;br /&gt;
**For raksha Charms for dice actions: highest feeding Virtue.&lt;br /&gt;
&lt;br /&gt;
(Note that this makes a great deal of Charm text redundant.)&lt;br /&gt;
&lt;br /&gt;
== Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
=== Dreaming Pearl Courtesan Style ===&lt;br /&gt;
Dreaming Pearl Courtesan Style does not exist in my games. This is not because I have any particular problem with it so much as because I just plain don't know what to think about it. It's amazingly cool (though I have some misgivings about requiring Solar Charms in a martial arts style) up until the last three Charms, when it gets just plain ''strange''. Those are the sort of effects I'd expect to see out of a particularly bizarre low-end Sidereal style, though I grant that mechanically they are not Sidereal in power. If (for some reason) a character in a game of mine wanted to learn it, I'd sit down and bang out house rules for it, but for now I just don't care enough to deal with a headache this big.&lt;br /&gt;
&lt;br /&gt;
=== Air Dragon Style ===&lt;br /&gt;
Fighting chains, seven-section staves, and chakrams are considered form weapons of the Air Dragon Style, although only chakrams gain the signature weapon benefit. (This to bring the rules in line with the description on p. 238 of the Dragon-Blooded book.)&lt;br /&gt;
&lt;br /&gt;
== Perfection ==&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;perfect effect&amp;quot; is one that always succeeds at what it does. Always. Period. It is, after all, perfect. &amp;quot;What it does&amp;quot;, however, might not apply in every circumstance.&lt;br /&gt;
&lt;br /&gt;
The most basic example of this is Seven Shadow Evasion. Seven Shadow Evasion is a ''perfect dodge''. It will always dodge an attack. Some attacks, however, will hit regardless of whether or not you dodge them - this is my definition of being &amp;quot;undodgeable&amp;quot;. You can dodge the attack all you want; it doesn't care.&lt;br /&gt;
&lt;br /&gt;
Similarly, Impeding the Flow is a ''perfect parry''. Yes, I know it says it's not a perfect effect, but these are house rules, so I can do whatever I want.&lt;br /&gt;
&lt;br /&gt;
Heavenly Guardian Defense is a ''perfect combat defense'', which counts as a parry. It is ''not'' a perfect parry, but a more powerful animal entirely which happens to take the form of a parry. It will still, however, not defend against attacks of which the user is not aware - not because the Charm is ineffective against them, but because the character doesn't know to use the Charm! Note that it ''does'' still count as a parry.&lt;br /&gt;
&lt;br /&gt;
Adamant Skin Technique is a ''perfect damage reducer'', which can be referred to in shorthand as a ''perfect soak'', though that terminology is slightly misleading. You take health levels of damage, it reduces them to 0. Bam. Again, as noted in the book, it doesn't protect you from other assorted nasty effects of the attack (or whatever was doing you damage).&lt;br /&gt;
&lt;br /&gt;
Accuracy Without Distance is a strange animal. Since defense still trumps offense, there is no such thing as a &amp;quot;perfect attack&amp;quot;. There are, however, undodgeable and unblockable attacks. The best way I've thought of to handle AWD in my house ruleset is this: AWD is an unblockable, undodgeable attack, which nevertheless has its attack successes reduced by dodges and blocks as normal, to a minimum of one. Perfect dodges and perfect blocks reduce the attack successes to one.&lt;br /&gt;
&lt;br /&gt;
== Stunts ==&lt;br /&gt;
&lt;br /&gt;
Stunts break the rules. They're supposed to. Things can be possible with stunts that are impossible without them: dodging the undodgeable, blocking the unblockable, and (theoretically) soaking the unsoakable. However, stunts cannot trump perfection.&lt;br /&gt;
&lt;br /&gt;
== Weapon Statistics ==&lt;br /&gt;
&lt;br /&gt;
I personally think standard daiklaves are too powerful in relation to other weapons - specifically, reaper daiklaves and grimcleavers. Thus, I have altered the weapon stats given in the Players Guide. Also, the artifact version of a poleaxe or halberd is known as a ''hellglaive'' (thank you, Warhammer 40,000!) - its stats are also given.&lt;br /&gt;
&lt;br /&gt;
 Weapon Name:     Spd     Acc     Dam     Def     Rate     Notes&lt;br /&gt;
 Daiklave         +7      +3      +6L     +1      4&lt;br /&gt;
 Reaper Daiklave  +8      +4      +4L     +2      5&lt;br /&gt;
 Reaver Daiklave  +7      +3      +8L     +0      4&lt;br /&gt;
 Grimcleaver      +5      +2      +10L    -1      4&lt;br /&gt;
 Goremaul         +7      +1      +6L     +1      4        Piercing damage&lt;br /&gt;
 Hellglaive       +9      +0      +11L    +1      3&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Very slick, and as a Former Magic: The Gathering player I know well the wording game =)  I'll be printing this out and sticking it in my homebrew folder. Very similar to what I do in my games, except I still use &amp;quot;Declare up, act down&amp;quot; ~ [[BrigandRansom]]&lt;br /&gt;
&lt;br /&gt;
:You too, huh? ::grins:: I am continually amazed by how much Magic shaped my attitude towards gaming, even all these years later after I've discarded so much of what I took from it. I love DUAD, I really do, but it slows down gameplay much more than I like. Actually I'm pretty unsatisfied with the way timing works in ''Exalted'' in general; I'm anxiously waiting for the rewrite in [[ExaltedSecond]], but for now, what I have works fine for me. - [[Kurulham]]&lt;br /&gt;
&lt;br /&gt;
::I run very cinematic games, heavy on stunts. Once your players are used to it, you can flow through pretty quickly with some dazzling visual imagery. To be honest, my only concern about [[ExaltedSecond]] is buying more books =) It was allright adapting from [[WoD]] to Exalted, but I've been with this combat system for a while now (through some slight variations, I still love the Combat Book for Wod)  ~ [[BrigandRansom]]&lt;br /&gt;
&lt;br /&gt;
:::The main problem I find with DUAD is that high-initiative actions tend to make low-initiative actions meaningless. &amp;quot;I hit him.&amp;quot; &amp;quot;Well, uh, I jump up to the second floor before you can hit me. So there!&amp;quot; &amp;quot;Well, I grab you before you can jump!&amp;quot; &amp;quot;No, I kick you across the room before you can grab him!&amp;quot; ::rolls his eyes:: It wasn't that bad, of course, but that's what it boiled down to. That kind of thing's better for shaping combat. ::grins:: As it is, you can force someone slower to react to you, unless they have magic which allows them supernatural reflexes (i.e. reflexive/persistent defense Charms), so it models things well enough to get by - and I found my players are actually more likely to do really spectacular stunts, as they don't have to worry about someone making it inapplicable. (As to buying books... well. Let's just say that part-timing at a gaming store has its advantages!) - [[Kurulham]]&lt;br /&gt;
&lt;br /&gt;
I'm curious about how you come to the conclusion that the printed rules don't necessarily support the widely-held belief that Simple, Supplemental, and Extra Action Charms must be of the same Ability. It seems very clear to me, though I think it would be much clearer if the rule-list for Extra Action Charms was ahead of the Simple and Supplemental rule-lists when the Combo rules are printed out. - [[David.]]&lt;br /&gt;
&lt;br /&gt;
:It basically comes down to this: simple and extra action Charms of different Abilities don't go together, as written. Neither do simple and supplemental Charms. ''Most'' extra action and supplemental Charms of different Abilities don't go together. However, it's not explicitly stated; all that is stated is that supplemental Charms ''must benefit uses of the Ability they are based on'', and ''must benefit every action taken''. Most EA Charms will only provide uses of the ability they're based on. However, as written, Tornado Offense Technique can provide ''any'' ranged attack, not just those that count as unarmed Martial Arts attacks. So you have a situation where, theoretically, you could use TOT to give you a bunch of Thrown attacks, and then use, say, Loyal Weapon on all of them to let you throw your daiklave at someone really a lot. (This is in fact the example which brought the problem to my attention.) I don't have any problem with this in theory, but it's a gap in the rules that I thought needed plugged. This is the only example I've run across of such a problem; the intent of each rule seems clear, but it doesn't quite mesh with the way either is written. - [[Kurulham]]&lt;br /&gt;
&lt;br /&gt;
::I don't think it's a gap at all, though. I think it's intended. Leaving the rules as-written means that there are certain Extra Actions Charms that are more powerful, because they are more flexible. I think that's intended - the three I can think of off-hand (Harmony of Blows, Striking Serpent Speed, and Tornado Offense Technique) are rather expensive or unreliable, compared to Charms with comparable effects, so I think the ability to use those with Supplementals from other Abilities is taken into account there. I will admit, though, that throughout Air Dragon Style, when the phrase &amp;quot;ranged attack&amp;quot; appears, it often seems as though the author is trying to make explicit note of the ability of Air Immaculates to make ranged attacks, due to the signature weapon. Then again, considering that Tornado Offense Technique is a bit more expensive than Charms with comparable effects, and it's part of one of the MAs that, canonically, is notably more effective than most Celestial-level MAs ... well, it's concievable that those Charms are intended to function precisely as their wording could indicate. If you have a problem with TOT, though, I would recommend houseruling that Charm, rather than altering the Combo rules, as I think the Combo rules are arranged with this sort of thing in mind. - [[David.]]&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;Gap&amp;quot; was the wrong choice of words. &amp;quot;Potential ambiguity&amp;quot; is more what I meant. And note two things: I &amp;quot;houseruled&amp;quot; Combos to make them work like most people read them to work in canon, and I ''did'' houserule TOT. - [[Kurulham]]&lt;br /&gt;
&lt;br /&gt;
::::Again, I don't think it's potential ambiguity, I think it's an intentional arrangement. I think the further restriction you impose unnecessarily weakens certain Charms that were written with the alleged ambiguity in mind. - [[David.]]&lt;br /&gt;
&lt;br /&gt;
:::::Your point about Charm balance is taken; however, I think the whole thing is written a bit sloppily. I think writing it as it is commonly understood and noting specific exceptions - which, if you will note, number three, out of dozens of extra action Charms - is much clearer and less of a headache. I'm still not sure whether I like the idea of MA EA Charms giving non-MA attacks, though. (I have no problem with them giving dodges). At any rate, I ''very'' much don't like the idea of a secular archer (not a two-aspected Immaculate) using TOT with a bow. I'll have to think about this. - [[Kurulham]]&lt;br /&gt;
&lt;br /&gt;
::There is the siddie melee charm,Harmony of Blows, an extra action type charm that provides the character two additional attacks which can be made using brawl, melee, thrown, or archery. The restrictions: &amp;quot;This charm is explicitly permitted to be in a Combo with Charms of other Abilities. Note that the rules on Combos may limit the kinds of actions a character can take.&amp;quot; I don't know that this charm has the same gap due to the caveat at the end, but I thought it would be worth bringing to the table.-[[Ambisinister]]&lt;br /&gt;
&lt;br /&gt;
:::To clarify, it does have the same 'gap' (if it is a gap... for the sidereal one, it seems intentional). The disclaimer is simply there to point out that if you combo it with an archery supplemental, for example, all your extra actions must be archery-based, since a supplemental &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; be used with every action you take. However, since the entire charm is explicitly cross-comboable, I believe you could also use it with simple charms from other abilities, since charm-text overrides rules-text, but unfortunately it doesn't state that -part- explicitly, and so from reading the rules the simple charm you're using with it would ALSO have to be explicitly cross-comboable. Actually, it's weird, but extra action charms work fine with simples from anywhere, it's the other way around the corebook rules object to.(The EA charm is fine, but the simple won't work unless the EA &amp;lt;i&amp;gt;charmtype&amp;lt;/i&amp;gt; matches its own. As always, Exalted is a game of interpretation ^_^ &amp;lt;br&amp;gt; -- [[Darloth]]&lt;br /&gt;
&lt;br /&gt;
I recognize that this is a house rule, but I was curious - usually, spirit Charms use Virtue as their cap. Was there a particular reason that you went with Essence instead? - [[FrivYeti]]&lt;br /&gt;
&lt;br /&gt;
:Yes: A poor memory! ::grins:: Fixed. - [[Kurulham]]&lt;/div&gt;</summary>
		<author><name>Kurulham</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kurulham/SecondEditionHouseRules&amp;diff=94188</id>
		<title>Kurulham/SecondEditionHouseRules</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kurulham/SecondEditionHouseRules&amp;diff=94188"/>
				<updated>2015-10-30T16:32:38Z</updated>
		
		<summary type="html">&lt;p&gt;Kurulham: Removed offer to break the law; added notice that this page is obsolete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like giving the developers the benefit of the doubt. They do get paid to write this stuff, after all, and they've probably spent a lot more time thinking about it than I have. Still, there are a few clarifications and changes to the rules which I use in my games.&lt;br /&gt;
&lt;br /&gt;
I take a page from Jenna Moran when I approach rules - ''rigorous interpretation''. I fully acknowledge that the rules are made to be broken; however, the breaking of rules should only be done if you know precisely what rule you're breaking in the first place. This leads me into d20-like verbal gymnastics occasionally, but I'm a linguist by vocation, so I don't care. The list of Charms whose effects I have house-ruled is longer than my arm; most of these adjustments are very minor, just to make the wording unambiguous. Those changes are not posted here, both because I don't want to take the time to move them from the text file where they live and because of potential copyright issues. I am no longer giving out this text file.&lt;br /&gt;
&lt;br /&gt;
I used a great many more house rules than this in my most recent 2e game; if there's any interest, I can post them here, but for now I'm concentrating my energies on Ex3.&lt;br /&gt;
&lt;br /&gt;
== Anima Powers ==&lt;br /&gt;
&lt;br /&gt;
=== Dawn Caste Solar ===&lt;br /&gt;
&lt;br /&gt;
The Dawn Caste anima power is amended as follows:&lt;br /&gt;
&lt;br /&gt;
:''The Bronze Tigers also bring the wrath of the Unconquered Sun in a more focused manner. A Dawn Exalt may reflexively spend four motes of Essence to cause his caste mark to flash with brilliance for a split second as he makes an attack. The target of this attack suffers a -2 penalty to her DV against that attack only. Beings who do not see, such as automata and the blind, do not suffer this penalty, but creatures of darkness suffer the penalty regardless of whether or not they have sight.''&lt;br /&gt;
&lt;br /&gt;
=== Twilight Caste Solar ===&lt;br /&gt;
&lt;br /&gt;
The Twilight Caste anima power is changed to read as follows:&lt;br /&gt;
&lt;br /&gt;
:''Solar Exalted of the Twilight Caste may channel Essence through their animas to protect themselves from the raw Essence discharges of sorcerous mishaps and Essence weapons. If, after damage from an Essence discharge has been rolled, a Twilight Exalt will lose health levels, she may instead spend five motes of Essence to strengthen her anima to resist the attack, subtracting her Essence in health levels from the damage. This effect can turn an otherwise deadly blow or reduce a weak attack to harmlessness. This effect comes into play automatically once the Solar's anima banner reaches the 11-15 mote level.''&lt;br /&gt;
:''The Copper Spiders are also unsurpassed in the use of artifacts. When a Twilight Exalt uses or attunes to an artifact and must spend motes, she pays only half of the normal cost, rounded up.''&lt;br /&gt;
&lt;br /&gt;
Examples of Essence discharges: the side effects of countered sorcery, &amp;quot;zorch&amp;quot; Charms such as Elemental Bolt Attack, shock pike attacks. Examples of energy attacks that are not Essence discharges: lightning from weather, firewand discharges, Death of Obsidian Butterflies&lt;br /&gt;
&lt;br /&gt;
== Flaws of Invulnerability ==&lt;br /&gt;
&lt;br /&gt;
=== Conviction Flaw ===&lt;br /&gt;
&lt;br /&gt;
The Conviction Flaw of Invulnerability is changed to read as follows:&lt;br /&gt;
&lt;br /&gt;
:''The Exalt can only use this Charm when his confidence in himself and his belief in his purpose are unshaken. Storytellers and players are encouraged to take into account the character's Willpower and Virtues, as well as any tricks which have been played on him, when deciding whether a character's confidence and belief remain unshaken.''&lt;br /&gt;
&lt;br /&gt;
== Martial Arts ==&lt;br /&gt;
&lt;br /&gt;
=== Style, Form, and Stance ===&lt;br /&gt;
&lt;br /&gt;
Before a martial artist can learn any of the Charms of a supernatural martial arts style, he must first achieve a basic mastery of the mundane style. This costs two bonus points or four experience points if Martial Arts is not a favored or caste Ability, and one bonus point or two experience points if it is. A character with knowledge of a mundane martial arts style can enter the stance associated with that style as a diceless action. A character can only be in one stance at a time, and a character in a stance is obviously prepared for combat. &lt;br /&gt;
&lt;br /&gt;
While in a style's stance, a character gains the benefits of the form weapons of the style: he may use them with his Martial Arts Ability and counts any attacks made with them as unarmed for the purposes of Charms of that style. Even if two Martial Arts styles share a form weapon, a character cannot generally gain the form weapon benefit for both styles at once; if the martial artist is in the Air Dragon Form, armed with a fighting chain, and wishes to enact the Essence Venom Strike, he must do so unarmed, despite the fact that the fighting chain is a form weapon for the Snake Style. If the character has mastered both styles, however — having learned all the Charms in both trees — this limitation is waived.&lt;br /&gt;
&lt;br /&gt;
While an Exalt has a Form-type Charm active, he is considered to be in the stance associated with that Form and cannot leave it unless he allows the Form to lapse. When an Exalted martial artist learns the mundane version and all the Charms of a Martial Arts style up to and including the Form-type Charm at once — during either character creation or an in-game training montage — the cost of learning the mundane style is waived.&lt;br /&gt;
&lt;br /&gt;
There is no stance or cost to learn the mundane style for styles which have no form weapons.&lt;br /&gt;
&lt;br /&gt;
=== Form Weapons ===&lt;br /&gt;
&lt;br /&gt;
The form weapons for each published Second Edition style are as follows:&lt;br /&gt;
*Terrestrial Hero Style: Cestus, fighting gauntlet, pankrator's cestus.&lt;br /&gt;
*Five-Dragon Style: Sword, spear.&lt;br /&gt;
*Snake Style: Fighting chain, paired hook swords, seven-section staff.&lt;br /&gt;
*Solar Hero Style: Cestus, fighting gauntlet, khatar, tiger claws, pankrator's cestus, improvised weapons.&lt;br /&gt;
*Air Dragon Style: Fighting chain, chakram, shuriken.&lt;br /&gt;
*Earth Dragon Style: Tetsubo.&lt;br /&gt;
*Fire Dragon Style: Paired short swords.&lt;br /&gt;
*Water Dragon Style: Paired tiger claws.&lt;br /&gt;
*Wood Dragon Style: Bow.&lt;br /&gt;
The artifact versions of the above weapons are also counted as form weapons for the appropriate style(s).&lt;br /&gt;
&lt;br /&gt;
== Experience and Training Time ==&lt;br /&gt;
&lt;br /&gt;
Occasionally, experiences will lead to unrelated revelations. Conversely, dogged determination can help make up for a lack of inspiration.&lt;br /&gt;
&lt;br /&gt;
A character may forego either the experience point or training time cost of any Attribute, Ability, or specialty and pay an increased cost in the other. The amount of increase depends on the character's type; Solar and Abyssal Exalted pay four times the normal cost, Sidereal and Lunar Exalted pay five times, Terrestrials pay six, and mortals, God-Blooded, and ghosts pay seven. This cost multiplies after all other considerations are taken into account, such as whether or not the character has a tutor.&lt;br /&gt;
&lt;br /&gt;
Note that Charms, Combos, Essence and spells must be learned the conventional way. Virtues have no training time anyway.&lt;br /&gt;
&lt;br /&gt;
In [[Kurulham/GodsHeroesandChicksWithEyepatches|Gods, Heroes, and Chicks with Eyepatches]], Charms are included in the list of &amp;quot;swappable&amp;quot; Traits; however, this is just to keep continuity.&lt;br /&gt;
&lt;br /&gt;
===== Peanut Gallery =====&lt;br /&gt;
As someone who adores unambiguity, I'd love to have a copy of that text file. Perhaps you could email it to me, or put it on the web somewhere and link to it for just a while? I can provide some sort of proof that I own nearly every book if necessary (such as &amp;quot;the third word of page 162 in book XX). -- [[GreenLantern]]&lt;br /&gt;
&lt;br /&gt;
I'd quite like to look at that too, especially since I find myself almost writing an entire new edition worth of changes, since I'm not happy with all of either 1st, PC or 2nd, and tend to be combining bits from each. &amp;lt;br&amp;gt; -- [[Darloth]] &amp;lt;i&amp;gt; can provide proofs for most books, although I don't own the -entire- line&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Perhaps I shouldn't have yoinked the header text verbatim from my 1E house rules page. I'm still in the process of reviewing 2E for things I want to houserule. I haven't got very far at this point, but I'm sure things will pick up when my new game starts in a few weeks. I imagine some sort of arrangements can be made, but as the 2E textfile isn't anything like finished yet (I think I've got through about 1/3 of the Charms and maybe half of the other rules), I'll have to hold off on actually offering until I at least get all my bases covered. - [[Kurulham]]&lt;/div&gt;</summary>
		<author><name>Kurulham</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Kurulham&amp;diff=94187</id>
		<title>User:Kurulham</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Kurulham&amp;diff=94187"/>
				<updated>2015-10-30T16:29:15Z</updated>
		
		<summary type="html">&lt;p&gt;Kurulham: Page massively cleaned up as I hadn't touched it in nearly a decade. Also, updates (I know, right!?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kurulham does not exist. There is no Kurulham. He had it surgically removed.&lt;br /&gt;
&lt;br /&gt;
Yes, I am the Kurulham who occasionally freaked out on the old White Wolf forums. Yes, I am doing my Insane Charms project for Third Edition. No, you cannot have a copy.&lt;br /&gt;
&lt;br /&gt;
You can find me on the Freedom Stone as Kurulham, or on the Onyx Path forums as Jackson MacKenzie. Impostulators will be transgressicuted.&lt;br /&gt;
&lt;br /&gt;
== T'ings Wot I Done Writted ==&lt;br /&gt;
&lt;br /&gt;
=== Crunchy Bits ===&lt;br /&gt;
&lt;br /&gt;
*[[Kurulham/FirstEditionHouseRules]]&lt;br /&gt;
*[[Kurulham/SecondEditionHouseRules]]&lt;br /&gt;
*[[MartialArts/VermilionCavalcadeofMomentsStyle|Motion: The Vermilion Cavalcade of Moments]], a 1e Sidereal Martial Art whose sutra wrote itself and dragged me along for the ride. In retrospect, I'm rather proud of it.&lt;br /&gt;
&lt;br /&gt;
=== Assorted Musings &amp;amp; Quotes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;This... is Creation. It has basic rules, rules like gravity. What you must learn is that these rules are no different than the rules of Essence flow. Some of them can be [[Charms|bent]]. Others can be [[Sorcery|broken]].&amp;quot; ''From the Heptagram matriculation address of Master Ceonnis-Ba, RY 612''&lt;br /&gt;
* My [[Kurulham/WhatIsFate|thoughts on this whole fate thing]], from 1e.&lt;br /&gt;
&lt;br /&gt;
== My Games ==&lt;br /&gt;
&lt;br /&gt;
Or at least the ones that have run long enough to take any notice of.&lt;br /&gt;
&lt;br /&gt;
*[[Kurulham/TheHeavenlyHitSquad|The Heavenly Hit Squad]], in which a Gold Faction Circle attempted to negotiate Celestial, Imperial, and Infernal politics, the wilder shores of love, and a lot of sharp objects. Sidereals, 2e. Ran from 2010 to 2012.&lt;br /&gt;
*[[Kurulham/GodsHeroesandChicksWithEyepatches|Gods, Heroes, and Chicks With Eyepatches]], a horror/comedy about sky pirates set in the Haslanti League. Solars, 2e. Ran in late 2006.&lt;br /&gt;
*[[Kurulham/StandingAgainsttheSunset|Standing Against the Sunset]], a short-lived game set on [[Kurulham/StormsRest|Storm's Rest]]. DBs, 1e. Ran in late 2005.&lt;br /&gt;
*[[Kurulham/HuntersoftheWesternSeas|Hunters of the Western Seas]], a game about life as young officers in the Imperial Navy. DBs, 1e. Ran in early 2005.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
...are welcome! - [[Kurulham]]&lt;br /&gt;
&lt;br /&gt;
Kurulham, would it be possible for you to include a summary with your updates? There's quite a few updates on the [[RecentChanges]] page, all by you, with no idea what they are. Are they comments? New charms? Things just for your game? I, at least, would appreciate it if you could put the summaries up, so we know whether or not to check your stuff out. - [[GregLink]] &lt;br /&gt;
&lt;br /&gt;
: Erk, sorry! The page is brand-spanking new, and I keep realizing I have other stuff sitting on my hard drive that I want to show off. Note to self: use the &amp;quot;minor edit&amp;quot; button, that's what it's for. - [[Kurulham]]&lt;/div&gt;</summary>
		<author><name>Kurulham</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=User:Kurulham&amp;diff=94185</id>
		<title>User:Kurulham</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=User:Kurulham&amp;diff=94185"/>
				<updated>2015-10-30T15:58:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kurulham: moved Kurulham to User:Kurulham:&amp;amp;#32;I can has account plzkthx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kurulham does not exist. There is no Kurulham. He had it surgically removed.&lt;br /&gt;
&lt;br /&gt;
===== The All-Important Disclaimer =====&lt;br /&gt;
&lt;br /&gt;
If you've come to this page looking for extremely attractive people of your favored gender, I am sorry to disappoint. However, if you seek my random scribblings about various Exalted things, welcome! If you have come on account of my being an opinionated monkey, I didn't do it, and if I did, I didn't mean to. Seriously, I ''am'' rather opinionated, and I do try always to be civil, but without vocal tone to work with, I often end up rubbing people the wrong way. So.&lt;br /&gt;
&lt;br /&gt;
I wish to further point out that I am a member of the military on active duty, so my response to any comments will be sporadic, at best, and a great deal of material that I've made space for isn't here. Apologies.&lt;br /&gt;
&lt;br /&gt;
That said, on to the good stuff!&lt;br /&gt;
&lt;br /&gt;
== Random Stuff ==&lt;br /&gt;
&lt;br /&gt;
*[[Kurulham/FirstEditionHouseRules]]&lt;br /&gt;
*[[Kurulham/SecondEditionHouseRules]]&lt;br /&gt;
&lt;br /&gt;
=== Crunch Material in Progress ===&lt;br /&gt;
&lt;br /&gt;
*[[Kurulham/DBCharmIdeas]]&lt;br /&gt;
* [[MartialArts/VermilionCavalcadeofMomentsStyle|Motion: The Vermilion Cavalcade of Moments]], because the sutra wrote itself and dragged me along for the ride.&lt;br /&gt;
&lt;br /&gt;
=== Assorted Musings &amp;amp; Quotes ===&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;This... is Creation. It has basic rules, rules like gravity. What you must learn is that these rules are no different than the rules of Essence flow. Some of them can be [[Charms|bent]]. Others can be [[Sorcery|broken]].&amp;quot; ''From the Heptagram matriculation address of Master Ceonnis-Ba, RY 612''&lt;br /&gt;
* My [[Kurulham/WhatIsFate|thoughts on this whole fate thing]].&lt;br /&gt;
* Ideas for an[[Kurulham/ExaltedMovieCast]].&lt;br /&gt;
&lt;br /&gt;
== My Games ==&lt;br /&gt;
&lt;br /&gt;
*[[Kurulham/GodsHeroesandChicksWithEyepatches|Gods, Heroes, and Chicks With Eyepatches]], a horror/comedy about pirates set in the Haslanti League. Ran from 12AUG06 to 18DEC06.&lt;br /&gt;
*[[Kurulham/StandingAgainsttheSunset|Standing Against the Sunset]], a short-lived Dragon-Blooded game set on my favorite little playground, [[Kurulham/StormsRest|Storm's Rest]]. Ran from 17SEP05 to 21NOV05.&lt;br /&gt;
*[[Kurulham/HuntersoftheWesternSeas|Hunters of the Western Seas]], a Dragon-Blooded game about life as young officers in the Imperial Navy. Ran from 19JAN05 to 04MAY05.&lt;br /&gt;
&lt;br /&gt;
== Other People's Stuff I Find Nifty ==&lt;br /&gt;
&lt;br /&gt;
* [[Kasumi/PowerCombat101|Power Combat 101]] - how to fight (and how NOT to fight) in Power Combat, by [[Kasumi]].&lt;br /&gt;
* [[TonyC/SolarsVsLion]] - a fight between five Solars and the First and Forsaken Lion. An interesting glimpse at mid-to-high-Essence combat.&lt;br /&gt;
* [[TheMyriadOfShades]] has some excellent material on Charm design philosophy and Power Combat tactics.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
...are welcome! - [[Kurulham]]&lt;br /&gt;
&lt;br /&gt;
Kurulham, would it be possible for you to include a summary with your updates? There's quite a few updates on the [[RecentChanges]] page, all by you, with no idea what they are. Are they comments? New charms? Things just for your game? I, at least, would appreciate it if you could put the summaries up, so we know whether or not to check your stuff out. - [[GregLink]] &lt;br /&gt;
&lt;br /&gt;
: Erk, sorry! The page is brand-spanking new, and I keep realizing I have other stuff sitting on my hard drive that I want to show off. Note to self: use the &amp;quot;minor edit&amp;quot; button, that's what it's for. - [[Kurulham]]&lt;/div&gt;</summary>
		<author><name>Kurulham</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Kurulham&amp;diff=94186</id>
		<title>Kurulham</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Kurulham&amp;diff=94186"/>
				<updated>2015-10-30T15:58:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kurulham: moved Kurulham to User:Kurulham:&amp;amp;#32;I can has account plzkthx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Kurulham]]&lt;/div&gt;</summary>
		<author><name>Kurulham</name></author>	</entry>

	</feed>